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- // Do not edit.
- import { ShaderStore } from "../Engines/shaderStore.js";
- import "./ShadersInclude/bonesDeclaration.js";
- import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
- import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
- import "./ShadersInclude/morphTargetsVertexDeclaration.js";
- import "./ShadersInclude/helperFunctions.js";
- import "./ShadersInclude/shadowMapVertexDeclaration.js";
- import "./ShadersInclude/shadowMapUboDeclaration.js";
- import "./ShadersInclude/shadowMapVertexExtraDeclaration.js";
- import "./ShadersInclude/clipPlaneVertexDeclaration.js";
- import "./ShadersInclude/morphTargetsVertexGlobal.js";
- import "./ShadersInclude/morphTargetsVertex.js";
- import "./ShadersInclude/instancesVertex.js";
- import "./ShadersInclude/bonesVertex.js";
- import "./ShadersInclude/bakedVertexAnimation.js";
- import "./ShadersInclude/shadowMapVertexNormalBias.js";
- import "./ShadersInclude/shadowMapVertexMetric.js";
- import "./ShadersInclude/clipPlaneVertex.js";
- const name = "shadowMapVertexShader";
- const shader = `attribute vec3 position;
- #ifdef NORMAL
- attribute vec3 normal;
- #endif
- #include<bonesDeclaration>
- #include<bakedVertexAnimationDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- #ifdef INSTANCES
- attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
- #endif
- #include<helperFunctions>
- #include<__decl__shadowMapVertex>
- #ifdef ALPHATEXTURE
- varying vec2 vUV;uniform mat4 diffuseMatrix;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #endif
- #include<shadowMapVertexExtraDeclaration>
- #include<clipPlaneVertexDeclaration>
- #define CUSTOM_VERTEX_DEFINITIONS
- void main(void)
- {vec3 positionUpdated=position;
- #ifdef UV1
- vec2 uvUpdated=uv;
- #endif
- #ifdef NORMAL
- vec3 normalUpdated=normal;
- #endif
- #include<morphTargetsVertexGlobal>
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- #include<instancesVertex>
- #include<bonesVertex>
- #include<bakedVertexAnimation>
- vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
- #ifdef NORMAL
- mat3 normWorldSM=mat3(finalWorld);
- #if defined(INSTANCES) && defined(THIN_INSTANCES)
- vec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));vNormalW=normalize(normWorldSM*vNormalW);
- #else
- #ifdef NONUNIFORMSCALING
- normWorldSM=transposeMat3(inverseMat3(normWorldSM));
- #endif
- vec3 vNormalW=normalize(normWorldSM*normalUpdated);
- #endif
- #endif
- #include<shadowMapVertexNormalBias>
- gl_Position=viewProjection*worldPos;
- #include<shadowMapVertexMetric>
- #ifdef ALPHATEXTURE
- #ifdef UV1
- vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
- #endif
- #ifdef UV2
- vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
- #endif
- #endif
- #include<clipPlaneVertex>
- }`;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const shadowMapVertexShader = { name, shader };
- //# sourceMappingURL=shadowMap.vertex.js.map
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